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Everything posted by Vashimus
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It's 2017. What's your favorite version of GG?
Vashimus replied to Xtra_Zero's topic in Guilty Gear General
While I do like the simplicity of Revelator at times - FRCs are a complete bitch and I can appreciate having a version of I-no that doesn't break my fingers - AC+R is just too much of a blast to play. Some people will argue that the Accent Core series added a lot of unnecessary fluff, especially with Force Breaks (most of which ranged from useless to retardedly good), and I might agree with them there, but the games are just so well-polished everywhere else it's hard for me to even care. I'd expect fighting games to get naturally more complex as the iterations piled on, and +R was the perfect sendoff to the XX games. Crazy fun gameplay, finely tuned mechanics that all serve a purpose (Hi Danger Time), and the best character balance in the entire series. Maybe when GGX4 is on the horizon and Xrd has had several iterations to fine tune the game my opinion will change. And hey I'd love that, the game is gorgeous. -
I hope we don't wait have to wait until Order Sol is announced (if he ever even will be) before we get Keep the Flag Flying.
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am I the only one prefering sign visuals over revelator?
Vashimus replied to DaiDensetsu's topic in Guilty Gear General
I don't really like the blue orbs that fly out when you land a blue burst, to show that Burst gauge refilled a bit. It's just unnecessary, it was fine before and I never heard any complaints about it. Other than that, Rev's visuals are great. -
I personally don't like the idea of giving every character an obvious gimmick button. It's why I got turned off of Blazblue, no offense to those who enjoy it. All the characters I want to play heavily rely on / have some crazy skill ceiling regarding their Drive, and it makes learning a new character a chore rather than fun. It's not that I'm lazy, I just I like GG's simplicity with the characters. You'll have a few characters with some meter or mechanic unique to them, but they don't seem as prevalent. I also find gimmicks much easier to learn and remember when relegated to specials, rather than learning a 5D, 2D, and j.D, plus some characters have stuff like 6D, 4D, j.2D, plus learning the Drive specials. My brain just couldn't keep track of it all.
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When you're fighting, are you looking at your opponent or at your character more? I can react to most counter-hits fine because I usually threw the move out with the intention to counter hit in the first place.
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No, 6P comes out when you use that option select. This is why every character has one, so you can't just mash jabs and get free throws when you're in range.
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Guilty Gear XRD Revelator Idea's and Speculation!
Vashimus replied to noct76's topic in Guilty Gear General
Projectiles still remain active during super flashes and animations. You can see Koichi taking advantage of it here to try to kill Bedman because of Fortissimo's input freeze. This is in past games too though (e.g. Dizzy "unblockable" fish setups with Imperial Ray).- 72 replies
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I always like trying 2K > 2S > 2D xx SVD (whiff) OHK tick setup at least once in a match.
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I can understand it's a new game and they didn't want to release a beastly Pot from the get-go on potential new players, but sooner or later they're going to learn how to fight him. I guess they just released Pot bare bones just to see how he does, then will add buffs as they see fit, kinda like they're doing with Slayer right now.
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For the c.S 2H HVD loops, is there a height or positioning specific requirement to get the side switch? eg. OHK, dash c.S, 2H xx HSVD, c.S, j.D, dj, j.S, j.H, j.D, Ensenga
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Yeah, 2H definitely isn't something to throw around willy-nilly. It's intended use is as a slow powerful anti-air and occasional combo filler. If you do make contact with it, always chain into 2D so you don't have to sit through the recovery, or cancel into a VD if you used it as an anti-air. You're relying on supers a lot, especially Great Yamada. There was like one instance where you used it correctly (Potemkin did ICPM full-screen and you let it loose to win the round), but other than that, you were throwing your meter away for supers that didn't even hit. Supers in GG are generally situational with a few exceptions, and you're usually better off spending your meter on other things. For your general gameplay, my best advice to you is go to May's challenges and try and do and as many of them as you can. It'll walk you through her moves and then practical combos and setups to get you acclimated with the character, including RC combos. Then go in training mode and practice the things that give you trouble.
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I literally just do a quick 360, starting from forward, then going counter-clockwise and ending back at forward. Having two or more moves with overlapping inputs is usually just sloppy design, especially if there's a better alternative.
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When you run into AngryBlack twice online but both times he was spectating. ;[
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Playing the spacing game just ends up with him hammerfalling through, flicking my dolphins or me getting slide-headed. Then I get frustrated and go in. Sometimes it goes well and I'm feeling myself, but others, he instant-blocks and I get grabbed, or he backdashes out of my pressure on wakeup, and either grabs or 6Ps depending on what I did. I'm guessing I should just rush him down constantly, since he was just content just sitting there blocking, even if I OHK'd him for it.
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Just ran into the massive brick wall that is Potemkin. Played some super long sets with the guy just to get a feel for everything, but what a struggle. Doesn't help I haven't been practicing on Pot's weight much.
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The main reason for May unpopularity to me is the summon requirements to do her more advanced stuff. Some people just figure they might as well play Zato if they're gonna learn finger gymnastics and probably end up with better results in the long run.
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Sure. Teyah did a video over a week ago on practical IK setups for Millia, since her combos will sometimes not do enough damage to properly finish someone off.
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I don't think Slayer is THAT terrible, but then again I've been getting bodied by Roldy online for the past couple days.
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Mid / full-screen corner-carry combos with no meter, good mixup with oppressive corner pressure that can convert to full dustloops for huge damage, Trance....she's real good.
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A lot of what can make a game interesting or deep at high level for some people is what the best characters in the game bring to the table. One of my friends recently got interested in Xrd because he saw high-level Zato footage and thought it was sick as hell. High and top tiers usually have strong and interesting options that would appeal to many people, while those on the other side of the spectrum might have weaker or less interesting options. i.e. when you hear someone say "He's not bad by any means, he's just too honest in a game full of BS."
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You only have to charge for about one second. The most basic tactic for charge characters is holding down-back that way you can keep a down charge and back charge at the same time. You can charge anytime no matter what your character is doing, whether you're jumping, blocking or attacking. You can even start charging before a round begins. You'll have to get used to charging while you're doing other moves. Look up "charge buffering", there's plenty of tutorials on it, and it really helps you keep a charge when you want it. I know for Mitsuru, you'll definitely want to get used to doing Coup Droit as [1]3A/B, that way you keep your down charge for Bufula. Another tip is don't get caught up on trying to have a charge at all times. There will be times where you'll have to stop holding down-back and start moving. You'll also have to break your charges when blocking crossups.
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I expected that lmao If it's worth anything, I do concede she's very good. I'm just not used to an XX style I-no.
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I just did two hits, blocked the burst, then air threw him and it still registered a success. Of course if you want to learn how to actually throw a Burst then make sure your second hit is a jump cancelable move to make it easier.
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I-no got better in her oki game for sure (VCL YRC and j.D FD). Everything else is generally either the same or weaker.
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Hellfire's largely to blame for why Slayer's DoT got nerfed the way it did, so for that I'm not really a fan of it.